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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "mozilla/dom/XRInputSource.h"
#include "mozilla/dom/XRInputSourceEvent.h"
#include "XRNativeOriginViewer.h"
#include "XRNativeOriginTracker.h"
#include "XRInputSpace.h"
#include "VRDisplayClient.h"
#include "mozilla/dom/Gamepad.h"
#include "mozilla/dom/GamepadManager.h"
namespace mozilla::dom {
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(XRInputSource, mParent, mTargetRaySpace,
mGripSpace, mGamepad)
// Follow the controller profile ids from
nsTArray<nsString> GetInputSourceProfile(gfx::VRControllerType aType) {
nsTArray<nsString> profile;
nsString id;
switch (aType) {
case gfx::VRControllerType::HTCVive:
id.AssignLiteral("htc-vive");
profile.AppendElement(id);
id.AssignLiteral("generic-trigger-squeeze-touchpad");
profile.AppendElement(id);
break;
case gfx::VRControllerType::HTCViveCosmos:
id.AssignLiteral("htc-vive-cosmos");
profile.AppendElement(id);
id.AssignLiteral("generic-trigger-squeeze-thumbstick");
profile.AppendElement(id);
break;
case gfx::VRControllerType::HTCViveFocus:
id.AssignLiteral("htc-vive-focus");
profile.AppendElement(id);
id.AssignLiteral("generic-trigger-touchpad");
profile.AppendElement(id);
break;
case gfx::VRControllerType::HTCViveFocusPlus:
id.AssignLiteral("htc-vive-focus-plus");
profile.AppendElement(id);
id.AssignLiteral("generic-trigger-squeeze-touchpad");
profile.AppendElement(id);
break;
case gfx::VRControllerType::MSMR:
id.AssignLiteral("microsoft-mixed-reality");
profile.AppendElement(id);
id.AssignLiteral("generic-trigger-squeeze-touchpad-thumbstick");
profile.AppendElement(id);
break;
case gfx::VRControllerType::ValveIndex:
id.AssignLiteral("valve-index");
profile.AppendElement(id);
id.AssignLiteral("generic-trigger-squeeze-touchpad-thumbstick");
profile.AppendElement(id);
break;
case gfx::VRControllerType::OculusGo:
id.AssignLiteral("oculus-go");
profile.AppendElement(id);
id.AssignLiteral("generic-trigger-touchpad");
profile.AppendElement(id);
break;
case gfx::VRControllerType::OculusTouch:
id.AssignLiteral("oculus-touch");
profile.AppendElement(id);
id.AssignLiteral("generic-trigger-squeeze-thumbstick");
profile.AppendElement(id);
break;
case gfx::VRControllerType::OculusTouch2:
id.AssignLiteral("oculus-touch-v2");
profile.AppendElement(id);
id.AssignLiteral("oculus-touch");
profile.AppendElement(id);
id.AssignLiteral("generic-trigger-squeeze-thumbstick");
profile.AppendElement(id);
break;
case gfx::VRControllerType::OculusTouch3:
id.AssignLiteral("oculus-touch-v3");
profile.AppendElement(id);
id.AssignLiteral("oculus-touch-v2");
profile.AppendElement(id);
id.AssignLiteral("oculus-touch");
profile.AppendElement(id);
id.AssignLiteral("generic-trigger-squeeze-thumbstick");
profile.AppendElement(id);
break;
case gfx::VRControllerType::PicoGaze:
id.AssignLiteral("pico-gaze");
profile.AppendElement(id);
id.AssignLiteral("generic-button");
profile.AppendElement(id);
break;
case gfx::VRControllerType::PicoG2:
id.AssignLiteral("pico-g2");
profile.AppendElement(id);
id.AssignLiteral("generic-trigger-touchpad");
profile.AppendElement(id);
break;
case gfx::VRControllerType::PicoNeo2:
id.AssignLiteral("pico-neo2");
profile.AppendElement(id);
id.AssignLiteral("generic-trigger-squeeze-thumbstick");
profile.AppendElement(id);
break;
default:
NS_WARNING("Unsupported XR input source profile.\n");
break;
}
return profile;
}
XRInputSource::XRInputSource(nsISupports* aParent)
: mParent(aParent),
mGamepad(nullptr),
mIndex(-1),
mSelectAction(ActionState::ActionState_Released),
mSqueezeAction(ActionState::ActionState_Released) {}
XRInputSource::~XRInputSource() {
mTargetRaySpace = nullptr;
mGripSpace = nullptr;
mGamepad = nullptr;
}
JSObject* XRInputSource::WrapObject(JSContext* aCx,
JS::Handle<JSObject*> aGivenProto) {
return XRInputSource_Binding::Wrap(aCx, this, aGivenProto);
}
XRHandedness XRInputSource::Handedness() { return mHandedness; }
XRTargetRayMode XRInputSource::TargetRayMode() { return mTargetRayMode; }
XRSpace* XRInputSource::TargetRaySpace() { return mTargetRaySpace; }
XRSpace* XRInputSource::GetGripSpace() { return mGripSpace; }
void XRInputSource::GetProfiles(nsTArray<nsString>& aResult) {
aResult = mProfiles.Clone();
}
Gamepad* XRInputSource::GetGamepad() { return mGamepad; }
void XRInputSource::Setup(XRSession* aSession, uint32_t aIndex) {
MOZ_ASSERT(aSession);
gfx::VRDisplayClient* displayClient = aSession->GetDisplayClient();
if (!displayClient) {
MOZ_ASSERT(displayClient);
return;
}
const gfx::VRDisplayInfo& displayInfo = displayClient->GetDisplayInfo();
const gfx::VRControllerState& controllerState =
displayInfo.mControllerState[aIndex];
MOZ_ASSERT(controllerState.controllerName[0] != '\0');
mProfiles = GetInputSourceProfile(controllerState.type);
mHandedness = XRHandedness::None;
switch (controllerState.hand) {
case GamepadHand::_empty:
mHandedness = XRHandedness::None;
break;
case GamepadHand::Left:
mHandedness = XRHandedness::Left;
break;
case GamepadHand::Right:
mHandedness = XRHandedness::Right;
break;
default:
MOZ_ASSERT(false && "Unknown GamepadHand type.");
break;
}
RefPtr<XRNativeOrigin> nativeOriginTargetRay = nullptr;
mTargetRayMode = XRTargetRayMode::Tracked_pointer;
switch (controllerState.targetRayMode) {
case gfx::TargetRayMode::Gaze:
mTargetRayMode = XRTargetRayMode::Gaze;
nativeOriginTargetRay = new XRNativeOriginViewer(displayClient);
break;
case gfx::TargetRayMode::TrackedPointer:
mTargetRayMode = XRTargetRayMode::Tracked_pointer;
// We use weak pointers of poses in XRNativeOriginTracker to sync their
// data internally.
nativeOriginTargetRay =
new XRNativeOriginTracker(&controllerState.targetRayPose);
break;
case gfx::TargetRayMode::Screen:
mTargetRayMode = XRTargetRayMode::Screen;
break;
default:
MOZ_ASSERT(false && "Undefined TargetRayMode type.");
break;
}
mTargetRaySpace = new XRInputSpace(aSession->GetParentObject(), aSession,
nativeOriginTargetRay, aIndex);
const uint32_t gamepadHandleValue =
displayInfo.mDisplayID * gfx::kVRControllerMaxCount + aIndex;
const GamepadHandle gamepadHandle{gamepadHandleValue, GamepadHandleKind::VR};
mGamepad =
new Gamepad(mParent, NS_ConvertASCIItoUTF16(""), -1, gamepadHandle,
GamepadMappingType::Xr_standard, controllerState.hand,
displayInfo.mDisplayID, controllerState.numButtons,
controllerState.numAxes, controllerState.numHaptics, 0, 0);
mIndex = aIndex;
if (!mGripSpace) {
CreateGripSpace(aSession, controllerState);
}
}
void XRInputSource::SetGamepadIsConnected(bool aConnected,
XRSession* aSession) {
mGamepad->SetConnected(aConnected);
MOZ_ASSERT(aSession);
if (!aConnected) {
if (mSelectAction != ActionState::ActionState_Released) {
DispatchEvent(u"selectend"_ns, aSession);
mSelectAction = ActionState::ActionState_Released;
}
if (mSqueezeAction != ActionState::ActionState_Released) {
DispatchEvent(u"squeezeend"_ns, aSession);
mSqueezeAction = ActionState::ActionState_Released;
}
}
}
void XRInputSource::Update(XRSession* aSession) {
MOZ_ASSERT(aSession && mIndex >= 0 && mGamepad);
gfx::VRDisplayClient* displayClient = aSession->GetDisplayClient();
if (!displayClient) {
MOZ_ASSERT(displayClient);
return;
}
const gfx::VRDisplayInfo& displayInfo = displayClient->GetDisplayInfo();
const gfx::VRControllerState& controllerState =
displayInfo.mControllerState[mIndex];
MOZ_ASSERT(controllerState.controllerName[0] != '\0');
// OculusVR and OpenVR controllers need to wait until
// update functions to assign GamepadCapabilityFlags::Cap_GripSpacePosition
// flag.
if (!mGripSpace) {
CreateGripSpace(aSession, controllerState);
}
// Update button values.
nsTArray<RefPtr<GamepadButton>> buttons;
mGamepad->GetButtons(buttons);
for (uint32_t i = 0; i < buttons.Length(); ++i) {
const bool pressed = controllerState.buttonPressed & (1ULL << i);
const bool touched = controllerState.buttonTouched & (1ULL << i);
if (buttons[i]->Pressed() != pressed || buttons[i]->Touched() != touched ||
buttons[i]->Value() != controllerState.triggerValue[i]) {
mGamepad->SetButton(i, pressed, touched, controllerState.triggerValue[i]);
}
}
// Update axis values.
nsTArray<double> axes;
mGamepad->GetAxes(axes);
for (uint32_t i = 0; i < axes.Length(); ++i) {
if (axes[i] != controllerState.axisValue[i]) {
mGamepad->SetAxis(i, controllerState.axisValue[i]);
}
}
// We define 0.85f and 0.15f based on our current finding
// for better experience, we can adjust these values if we need.
const float completeThreshold = 0.90f;
const float startThreshold = 0.85f;
const float endThreshold = 0.15f;
const uint32_t selectIndex = 0;
const uint32_t squeezeIndex = 1;
// Checking selectstart, select, selectend
if (buttons.Length() > selectIndex) {
if (controllerState.selectActionStartFrameId >
controllerState.selectActionStopFrameId) {
if (mSelectAction == ActionState::ActionState_Released &&
controllerState.triggerValue[selectIndex] > endThreshold) {
DispatchEvent(u"selectstart"_ns, aSession);
mSelectAction = ActionState::ActionState_Pressing;
} else if (mSelectAction == ActionState::ActionState_Pressing &&
controllerState.triggerValue[selectIndex] >
completeThreshold) {
mSelectAction = ActionState::ActionState_Pressed;
} else if (mSelectAction == ActionState::ActionState_Pressed &&
controllerState.triggerValue[selectIndex] < startThreshold) {
DispatchEvent(u"select"_ns, aSession);
mSelectAction = ActionState::ActionState_Releasing;
} else if (mSelectAction <= ActionState::ActionState_Releasing &&
controllerState.triggerValue[selectIndex] < endThreshold) {
// For a select btn which only has pressed and unpressed status.
if (mSelectAction == ActionState::ActionState_Pressed) {
DispatchEvent(u"select"_ns, aSession);
}
DispatchEvent(u"selectend"_ns, aSession);
mSelectAction = ActionState::ActionState_Released;
}
} else if (mSelectAction <= ActionState::ActionState_Releasing) {
// For a select btn which only has pressed and unpressed status.
if (mSelectAction == ActionState::ActionState_Pressed) {
DispatchEvent(u"select"_ns, aSession);
}
DispatchEvent(u"selectend"_ns, aSession);
mSelectAction = ActionState::ActionState_Released;
}
}
// Checking squeezestart, squeeze, squeezeend
if (buttons.Length() > squeezeIndex) {
if (controllerState.squeezeActionStartFrameId >
controllerState.squeezeActionStopFrameId) {
if (mSqueezeAction == ActionState::ActionState_Released &&
controllerState.triggerValue[squeezeIndex] > endThreshold) {
DispatchEvent(u"squeezestart"_ns, aSession);
mSqueezeAction = ActionState::ActionState_Pressing;
} else if (mSqueezeAction == ActionState::ActionState_Pressing &&
controllerState.triggerValue[squeezeIndex] >
completeThreshold) {
mSqueezeAction = ActionState::ActionState_Pressed;
} else if (mSqueezeAction == ActionState::ActionState_Pressed &&
controllerState.triggerValue[squeezeIndex] < startThreshold) {
DispatchEvent(u"squeeze"_ns, aSession);
mSqueezeAction = ActionState::ActionState_Releasing;
} else if (mSqueezeAction <= ActionState::ActionState_Releasing &&
controllerState.triggerValue[squeezeIndex] < endThreshold) {
// For a squeeze btn which only has pressed and unpressed status.
if (mSqueezeAction == ActionState::ActionState_Pressed) {
DispatchEvent(u"squeeze"_ns, aSession);
}
DispatchEvent(u"squeezeend"_ns, aSession);
mSqueezeAction = ActionState::ActionState_Released;
}
} else if (mSqueezeAction <= ActionState::ActionState_Releasing) {
// For a squeeze btn which only has pressed and unpressed status.
if (mSqueezeAction == ActionState::ActionState_Pressed) {
DispatchEvent(u"squeeze"_ns, aSession);
}
DispatchEvent(u"squeezeend"_ns, aSession);
mSqueezeAction = ActionState::ActionState_Released;
}
}
}
int32_t XRInputSource::GetIndex() { return mIndex; }
void XRInputSource::DispatchEvent(const nsAString& aEvent,
XRSession* aSession) {
if (!GetParentObject() || !aSession) {
return;
}
// Create a XRFrame for its callbacks
RefPtr<XRFrame> frame = new XRFrame(GetParentObject(), aSession);
frame->StartInputSourceEvent();
XRInputSourceEventInit init;
init.mBubbles = false;
init.mCancelable = false;
init.mFrame = frame;
init.mInputSource = this;
RefPtr<XRInputSourceEvent> event =
XRInputSourceEvent::Constructor(aSession, aEvent, init);
event->SetTrusted(true);
aSession->DispatchEvent(*event);
frame->EndInputSourceEvent();
}
void XRInputSource::CreateGripSpace(
XRSession* aSession, const gfx::VRControllerState& controllerState) {
MOZ_ASSERT(!mGripSpace);
MOZ_ASSERT(aSession && mIndex >= 0 && mGamepad);
if (mTargetRayMode == XRTargetRayMode::Tracked_pointer &&
controllerState.flags & GamepadCapabilityFlags::Cap_GripSpacePosition) {
RefPtr<XRNativeOrigin> nativeOriginGrip = nullptr;
nativeOriginGrip = new XRNativeOriginTracker(&controllerState.pose);
mGripSpace = new XRInputSpace(aSession->GetParentObject(), aSession,
nativeOriginGrip, mIndex);
} else {
mGripSpace = nullptr;
}
}
} // namespace mozilla::dom